11 reviews liked by ThusSpokeAstral


GOTY 2022 & '21 - GAME OF THE YEAR(S)
(VIDEO)

This is the final nail in the coffin for my relevance as a commentator on modern games. My favourite new release of 2022 was Kirby and the Forgotten World. Dig the grave and kick me in.

Kirby is something I kind of deny to myself, because there's so much Kirby that I don't really feel aligned with. The lore, the Fox Kids series, and the all-too-frequently humdrum platformers. The dork shit. The stuff I can't imagine HAL Laboratory endorsing, let alone making. But when I see tacky Kirby merchandise aimed at those who might have never even played a videogame? I don't feel that disassociation.

To me, Kirby is a simple joy. Something you don't have to know about, but you just like. It's an invitation in to videogames. "These are fun - try them". It's primal. It reminds me why I love videogames. That simple, unpretentious fun is why Dream Land 1 and Pinball Land are tied for my favourite game in the series. Now, with Forgotten Land, there's some competition for them.

Sometimes, I feel so attuned to a new game that I get suspicious. Nintendo and HAL Laboratory saw me listing my copy of Star Allies on eBay and started drawing up plans to win me back. We've got Kirby exploring a post-human Earth. A vocal theme in a made-up language. A theme park level. Big crocodile enemies that pop up and snap at you. A dodge-roll. A wild west level where Kirby paraglides through a desert canyon. A gyro-based minigame that casts back to Tilt 'n' Tumble. A pleasant hub world that expands and gets nicer the further you go. A fucking Resident Evil 2 Scenario B homage. I couldn't believe what they had made for me.

I'm getting ahead of myself, clearly, but it's hard to look back at this game without tripping over myself remembering all the things that made me happy. What's absolutely crucial is that they've approached 3D Kirby as a challenge, and really pushed themselves to get it right. Everytime I've seen the Kirby Fanbase opine for their Mario 64, I've felt ever more distant from them - That just wouldn't work. Kirby is ambivalent to level geometry. If he can go anywhere, there's just not a game anymore. Take that away from him, and that's not Kirby. What HAL have come up with is almost akin to a scrolling beat'em up. It works here because they've engineered it to make sure the player is always king. If a hit looked like it landed - well, it landed. Kirby wins, and when Kirby wins, the player wins.

The thing is, the game is solid. They're aware of the older, sterner Kirby audience. There's genuine challenge here, and you don't have to dig far to find it. There's optional VR Missions (perhaps the PAL "Special Missions" terminology is more appropriate for Kirby) between levels, and the provided top times are properly tough. The later parts of the game give casual players a dozen opportunities to tap out and declare that they 'finished Kirby', but there's a new struggle at the other side of each one, ramping up to a ludicrous degree. Those old NoA ads about "one tough creampuff" have finally paid off.

Forgotten Land has great fun just being a platformer. You get the standard tropical level, ice level, fire level, et cetera, but they're explored so richly by HAL's artists. And with the camera positioning, lighting and overall presentation, they really shine on the screen. It's a game that looks like concept art. It's the best looking game HAL have ever made, and that's not a statement you can make lightly.

There's a statement I came across recently that I don't think is terribly fashionable, but it's one I strongly agree with. Sometimes, creators reiterate on concepts throughout their lives, not because they've run out of ideas, but because they haven't fully expressed it. There's a great joy to see people pick up ideas that they introduced in their earliest work, and decades later, really gain the knowledge and confidence to present that more eloquently to their audience. To me, when game developers do that, it's one of the most cathartic joys I can have as a long-time fan. That was Breath of the Wild, The Last Guardian and MGSV's "Hellbound" mission. Something that feels like what people dreamt of when they first played the original. We live in the future now. Our Kirby game is brilliant.

This review contains spoilers

When I think of “divisive” games, it doesn’t take long for me to start dwelling on modern Fire Emblem. Putting aside Shadows of Valentia due to its remake status, the last decade of FE is the definition of controversial. Understanding the context of how the series was saved from complete obscurity by Awakening, it’s obvious why IS would prefer to keep appealing to the people who like that style of game, but the tension this creates between old and new fans is one that continually arises with every new release. This tension skyrocketed to new heights with the success of Heroes, a game which seemed to completely concede to depravity with the ability to spend large sums of money gacha rolling for child-like characters in bridal outfits or swimsuits. Fire Emblem’s reputation as a series for degenerate weeaboos seems almost justified at this point, and I totally sympathise with any fan of the old games who looks upon the new ones with revulsion and a dejected, fatalistic acceptance that this is just what Fire Emblem is now.

As a (belated) anniversary game, however, Engage is interesting because it has brought all of that tension to the forefront. Engage simultaneously wants to be a celebration of the old games, yet also has its feet planted firmly in the practices of modern FE and wants to appeal to those people too, the result is something deeply confused yet revealing about the state of this series. In many ways, people like me are the target audience of Engage; people who have played all of the games and get all of the references, and while Leif and Sigurd’s paralogues did succeed at effecting a warm feeling inside me, there’s also something deeply misguided about the premise of Engage. I’m sure I wasn’t the only one who felt a profound sadness upon first watching this game’s reveal trailer; I do not think there is a more efficient way to communicate that you have no interesting ideas for a new story than simply bringing back all of the protagonists of the old games into one big nostalgia-trip. The last thing I want from this series is to be pandered to, but for as much as the premise of this game seems to be for people like me, the truth of the matter is that the premise of this game is equally to pander to the ‘untapped market’ of Heroes players who know these characters not from their original games, but from their gacha incarnations, and convert those mobile consumers into main series ones. Between summoning main characters, rolling for minor stat rings, the “Tower of Trials” being similar to Aether Raids, and skills + inheritance ripped straight from Heroes (You’re not fooling anyone by renaming Desperation to “Alacrity”, IS), it’s very clear that this game wishes to bring the Heroes players into the fold.

The presence of the Emblems in the story is pointedly awkward, again, in a way which is very revealing about the internal tensions of contemporary FE. There is little elaboration on what being an Emblem actually means. The circumstances of how they were summoned to this world are never explained, and the details on whether the Emblems wanted to be summoned, whether they miss their homeworlds, whether they enjoy being a ghost etc. are kept sparse and never explored. The result is the cumbersome presence of twelve characters who occupy a strange space in-between a real person and a MacGuffin to be collected. The premise of Emblems fails to be interesting for the simple fact that divorced from their circumstances and battles, the protagonists of this series have always been generic do-gooders with white bread personalities, and so taking them away from the contexts that made their stories interesting could never work. Not to get too pretentious, but there is something deeply hauntological about the very literal dead ghosts of this franchise’s past hovering silently in the background as they powerlessly witness one of the worst video game stories unfold before their eyes, it’s an almost too-good-to-be-true metaphor for the direction the series has taken.

My original intention was to avoid writing about the story. It is not exactly hard to just recognize the entire thing as trash and move on. Unfortunately, I’ve seen a worrying number of attempts to paint it as good or at the very least enjoyably “campy” or “silly”. I’m sure most of these perspectives come from weeaboos and are therefore immediately disposable but for the sake of my sanity I’m going to go through the motions and actually talk about why I hate the story so much. It would be all-too-easy to just point to the pure cringe that is this game’s main theme and every scene it plays in, but the writing on display features much deeper flaws.

Undoubtedly the worst tendency of modern FE is the self-insert ‘avatar’ characters. Alear is probably the worst of them all, that is saying a lot when Corrin is your competition. I say this because Alear is literally God. This game’s cast do not just figuratively, but literally worship Alear, bringing the sycophantic coddling of the player character to comedic heights. Alear is the quintessential insufferable anime protagonist, constantly apologising over things they blatantly can’t control, universally loved despite being a charisma-less dweeb, always prattling on about the “strength of their bonds” and how much trust they have in their companions and bending the plot such that they never face consequences (reminder that Alear dies and is resurrected three fucking times through the course of the whole story). Alear is a vacuum around which the rest of the game contorts itself to escape but never can; everything revolves around them and it all gets brought down to their level.

Another grating Fates-ism present in this story is the focus on royals and their retainers, two categories in which almost every single character in the roster falls into. Experience has shown that the characters in these games only have capacity for two or three character traits at a time and having one of those already taken up by “likes their lord” results in less interesting characters. Much of the game is devoted to touring these kingdoms and there is almost no worldbuilding to speak of, we know that Solm is open-minded and Brodia is militaristic but it never goes any deeper than this. Sombron seems to desire “sovereign blood” but it is never explained why, because it is a thinly veiled excuse to centre the plot around this small group of characters. FE has always had a problem with the illusion of mass-scale war but Engage doesn’t even try. The scattered remarks about how “war is so awful” fall flat because nothing about the narrative reinforces the conflict involving people outside a small group of plot-important characters.

While I haven't delved into most supports yet, I can't help but feel like a lot of these character archetypes are lifted directly from recent games: Panette is basically Charlotte in that she hides her violent nature with the trappings of noble etiquette, Fogado is basically Claude in that he is a prince who hides his diligence beneath an easygoing veneer, Alcryst is basically Bernadetta in that he's an archer with non-existent self-confidence who fears all social interaction, Vander is every Jagen character, Etie is just Effie, Chloe and Bunet are just the generic "I like food" characters again. I could go on, and I wont pretend like there aren't little nuances beyond these descriptions, but it demonstrates the limitations of designing characters around a small quantity of identifiable character traits and tropes; eventually you just run out of gimmicks and repeat the old ones.

Villains are Garon-tier, but somehow even worse due to the pathetic attempts the game makes to redeem them. Sombron is an embarrassing cartoon villain enough as it is but the real offenders are the Four Hounds and Veyle. The former fight, lose, and retreat from you so many times (I counted 7) that it is genuinely laughable and transparently reveals that characters only die when the plot arbitrarily decides it wants them to. Veyle has to do her Jekyll-Hyde routine where her eyes literally turn red and she becomes evil such that the game can instantly dispense with any consequences for her actions because “that wasn’t her”. The game thinking it can elicit sympathy for the Four Hounds by chucking in a sob story as they’re dying despite the fact that these people literally burnt down an entire village of innocent people just to annoy Alear is so tonally dissonant it makes me genuinely worry whether the writers or their supposed audience even understand what tier of morally bad that kind of atrocity is actually in. The villains of this game have causes and goals so obviously immoral that almost all of them admit how stupid their plans are upon being defeated, Sombron included.

There is much, much more to nitpick about this story but those three are the biggest broad strokes for me. I’d much rather write about gameplay at this point because this is what I actually enjoyed about this game.

It is preferable to have good gameplay and a bad story than the reverse; this alone is what has kept Conquest as a relevant game and the rule applies to Engage too. I found myself enjoying the gameplay here even more than Conquest, in fact. I think it takes the guiding design philosophy of Three Houses - that being the idea that giving the player fun and incredibly strong tools takes precedence over balance considerations - and perfects that philosophy. Emblem rings are perhaps the most satisfying array of strategic tools any FE game has conjured up. There is nothing that compares to the satisfaction of moving 14 tiles with Sigurd and nuking a whole line of cavaliers, warping across the map with Celica and deleting an armour knight, immobilising an entire block of enemies with Corrin, lining up that 4-way dance with Byleth, sniping a flier across the map and stacking speed buffs to ridiculous degrees with Lyn, baiting a whole enemy squad into a Great Aether zone, or my personal favourite, warping and rescuing 5 units at a time across the whole map with Micaiah. The creativity in combining these strategies along with a dancer, combine that with some incredibly good combat animations and all things considered, the result is some of the most fun I have ever had in an FE game, that is a considerable feat.

The mechanics aren’t just fun, they’re pretty well considered too. One particularly great addition is unit types, which feels like IS finally understanding how to balance high-move fliers and cavaliers against foot units: Backup units are a great tool against the bosses or high-dodge units and consistently make themselves useful, Covert units are also strong with their absurd terrain dodge bonuses, Qi Adepts also make themselves useful with chain guard, which is invaluable for avoiding enemy phase one-shots on Maddening. In typical FE fashion, the one failure is armour knights, who still remain useless due to being locked to 4-move, but still manage to be useful in the early game with their break immunity.

Weapon engraving is inspired. It extends the uniqueness of Emblem rings to weapons too and allows even more synergy within unit builds. Admittedly, there are some choices so obvious they make themselves; I put almost every engrave that gives more crit on a killer weapon, for instance, but even here the system combines in great ways with the other mechanics

Skill inheritance is also a deeply rewarding system, allowing a great level of creativity in building units. Granted, it is not perfect, as some skills dominate a lot more than others, most notably Canter, Momentum, Speedtaker and Dual Assist, but there are still other viable/cheaper options like Resolve, Hit +15, Avoid +10/15 and so on. These options are very fun to experiment with and you can create some insane builds. In my game I had a Berserker with Resolve and 80+ HP who was just insanely tanky, a backup unit with dual assist who would add chip damage to my whole team just by standing vaguely near them, and a speedtaker swordmaster with a Micaiah-engraved sword that was basically impossible to hit, all of these felt like results of my own ingenuity on what I thought would be strong and it felt like I was genuinely rewarded for experimenting with the game’s systems. The only real problem I have here is that higher bond levels are much too expensive, lvl5 -> lvl10 costing 1500 bond fragments, which is ridiculously high and that’s not even close to the lvl20 cap.

It needs to be said that with this system one of the oddities with Engage rears its head, that being the separation of power between units joining early and those that join late. Not only are those later units much more powerful in terms of base stats, they also join with much more SP, due to the low gain rate, making them doubly good. To reinforce the point even more, the balancing of personal skills is terrible. Many of the early units have useless crap like Etie’s +2 strength when using an item or Clanne’s +10 hit only when next to Alear, which are comically terrible, compared to later units like Rosado’s frequently useful -20 avoid for male enemies or Hortensia’s incredibly good +1 staff range. I am conflicted about this facet of the game. On the one hand, it makes leaving early game units permanently dead a viable option, which is good. Yet on the other hand, it makes it relatively pointless to try sticking with those early game units, which seems limiting in what team compositions are worth using. This is the inverse of the series norm, where it’s usually worth sticking with early units if you’ve kept them alive, but again, I’m conflicted on whether this change is good or bad - Ironmans are fun!

One of the pleasant surprises of the gameplay is that Alear is actually not broken, which felt like it was inevitable after Kris, Robin, Corrin and Byleth were all incredibly dominant in their games. On a more general level the difficulty curve and tuning on both Hard and Maddening are pretty good, at no point does the game feel too easy or impossibly hard and it always feels like you need to think about what to do, but have the tools to win regardless. I am still not much of a fan of how many rewinds you get in these games but that is a forgivable offence. I am also not going to comment on map design as I’ve come to the conclusion after many years that “good map design” is very subjective, though there are undoubtedly bad maps here, especially in Solm (ch. 12, 13, and 15 are all crap in my opinion).

You may get the impression from all of this that Engage is a pretty cut-and-dry game; the gameplay is good and the story is bad. This is mostly true, but it’s a frequent occurrence in art that individual elements often bleed into one-another, and the deeply confused premise I spoke of earlier also infects the gameplay; I am of course talking about Somniel, which many, many others have already identified as a black stain on the gameplay.

Somniel is awful. It is worse than you think it is. Somniel feels like a direct way to spite players seeking to play optimally by bogging them down with asinine busywork. The most egregious are clearly ring polishing and the workout routine, both of which are genuinely putrid, and the proliferation of crap lying on the ground that the game begs you to pick up also demonstrates a disrespect of the player’s time. I think the most irritating decision, however, is the absolutely baffling one to put both the arena and the inheritance menu in their own areas, behind loading screens which can take over 10 seconds. These are fundamental functions and, along with the smithy, should be available from the world map and preps screen. Somniel is the ultimate demonstration that the tensions inherent in this series cannot help but infect the gameplay too. Somniel is trying to appeal to both of those fanbases by replicating the social-sim emphasis of the Three Houses monastery while also being a hub for gameplay systems. The result is that both are half-assed and both audiences will be disappointed; the modern fans because Somniel is a hollow shell of the monastery’s integration with the story and the classic fans because Somniel is just more loading screens and grating busywork getting in the way of the core mechanics.

Somniel takes a sledgehammer to the game’s replayability. As much as I want to delve back into this game for another Maddening run with different units, I know I probably won't because doing so means spending hours of my ever-shortening life running around picking up silver ore that my adopted dogs have dug up, or sitting through excessive loading screens, or playing even more fucking fishing minigames so I can scrape together more bond fragments to actually make the build I want. It seems dramatic but Somniel is symptomatic of the fact that modern FE is incapable of being as simple as “good gameplay bad story”, the conflicting design goals can never amount to something so straightforward. My review of this will accompany a score and that score might even be positive but nothing quantifiable can really express the amalgamation of contradictory feelings modern FE games conjure up in me nowadays. It’s a blend of being absorbing and enjoyable yet also deeply depressing and full of wasted potential.

those mfers made sigurd of all people say justice is an illusion lol, memes become real
have they even played genealogy

i'm done
f u maeda
f u nami komuro
f u intelligent systems

now if you excuse me i'll be afk becoming the joker after this

its another mediocre-at-best-horrendous-at-worst modern fire emblem game lol
gameplay's alright, some characters are neat, others are awful, and the story is half baked and underwhelming, just like every fe game from awakening onwards (not you echoes i love you echoes)

“As I continued to play, I found that Super Mario Bros. 2 asked me again and again to take a leap of faith and that each of those leaps resulted in my immediate death. This was not a fun game to play. It was punishment. Undeserved punishment. I put down my controller astonished that Mr. Miyamoto has chosen to design such a painful game.”

— Howard Phillips, 1980s Spokesman for Nintendo of America

Yeah I think I'm with Howard on this one, but it was pretty cool to finally be able to finish this with an actual NES controller through the NSO. Can't say it's a good game, can't say it's a bad game, but I can definitely say it's an evil game!

Shigeru Miyamoto invented Kaizo Mario in 1986.

I ought to leave at least one genuine review on this account, what better game than Pokemon Smile? I downloaded it expecting an app encouraging me to brush my teeth and got just that. I can't complain, it definitely makes brushing fun! Would recommend it to those struggling with self care as it gives an entertaining incentive to keep up with your brushing- it was a bizarre tool that worked for me personally. Happy brushing!

i'm only an hour in but ive never felt so far from the target audience of a game in my entire life

after a second playthrough, if you ever saw my previous review, you didn't. Anyway, peak fiction.

Intelligent systems, is this a bit?

As soon as it was announced Engage is a game that was raising a bunch of red flags. Nostalgia baiting, the awful focus on a myunit, gimmicky new mechanics and fucking GACHA? The whole thing really looked like intelligent systems giving into the worst tendancies of post-awakening Fire Emblem.

And y'know, if that was it, i'd probably be at least fine with that. Fates, even revelations, one of the dumbest fucking things i've ever played, are all still at the very least, compelling. I have like 100 hours in Fates, embarassing as that is, because the Fire Emblem formula is still pretty great, conquest has like 5 good maps and the bad stuff is mostly ignorable. I have played fucking Gaiden to completion even after Echoes was out just to see what was up.

With engage ive got 15 hours in it and I can barely stomach a moment more. I want to keep going because I love FE. But I absolutely cannot stand this game.

Yes, like Fates, Engage is a game that falls prey to IS' stupid tendancies. But the real sin with Engage is that what has been cribbed about just does not gel together at all.

Main issue is bloat, on a gameplay level. Part of the genius of Fire Emblem is how really quite simple it all is, and how limited the resources and options really all are. The best section of the entire franchise, and it's not even close, is Thracia 776's Munster arc, a section which truly relies on you making the most of an incredibly limited toolset and pushing it as far as you can against overwhelming odds. Of course, over the years the complexity inevitably increased, to mixed but often positive results. Engage firmly goes too far though.

The big problem is the mixing of the social sim stuff from 3 houses whilst also incorporating its new stuff with the engage system and so on. Being able to boost stats and stuff in a hub was questionable but mosty worked in 3H, a game structured around it. In Engage all the stat boosting, friendship boosting, animal handling(why), minigames (WHY) are mindnumbing roadblocks to the fun strategy. These sorts of things have never really sat right in FE, where the ways damage formulas and speed formulas in particular work make tiny stat boosts often have huge implications, but this goes way too far in a game system very unsuited to it. It essentially stretches the preperations stage, already too long in most FEs, to being the majority of the game. It's unnaceptable.

And it's a real shame as a lot of the changes in the gameplay department are actually really good. Map design is probably the best it's been since radiant dawn, unit balance doesnt seem so overfocused on a small amount of strong units, bosses actually move about and honestly the engage system, regardless of it being insulting to the original characters and whatever, is a pretty neat gimmick honestly. It's a way more balanced version of pair up that gives effectively more burst damage and interesting techniques, which combined with enemies being generally stronger than previous games makes for an interesing loop. Obviously, its in this game so the execution is flubbed - the rings being limited in number kinda undoes the balance improvements on its own, and the skill inheritance, bonding, and gacha ring stuff is yet more pointless fluff to waste your damn time.

If the game just had the engage system over lets say, Radiance series levels of prep and other stuff going on, the gameplay could have been great, probably the best the series had seen in over a decade. But there's way too much going on to waste your time and it does not gel together.

The story and characters are so bafflingly bad I don't know who it's even for. As ludicrously bad as fates' are, at least it's very easy to pinpoint what's going for - the sheer power trip of being infalliable corrin, the stupid golden route both sides-ing and being able to have children with your big booba wyvern riding sister. Engage's is less bad in the "IS is down bad" regard, but it's worse in that it just completely forgets to have anything at all. It's completely hookless, the world and characters feel like they've got nothing going on at all, and it all feels very rote. The mystical/dragon elements feel tappen onto a pretty normal fire emblem plot and all they do is make the MC less personable and relatable. FE has only really had a good story in like 4 games, but it's structure as a series has always made it very easy to connect to characters and it has never dropped the ball this hard, and it's not like it's even trying something.

The whole game is just a confused mess, and doesnt even seem to be sure of who it's appeal is for. It's nostalgia bait to an extreme whilst barely resembling the simple, down to earth nature of those games. It goes for a simpler structure, dropping choice and most of the social sim elements (which people quite liked even if they're not entirely my bag), but keeps just enough of them to be really annoying. Characters are less of a focus for some reason? Romance is less of a thing? I can't even tell who this game is for because it feels like it consciously does something to alienate a fan of every game in the series, and it certaintly isnt for new players. Even as a "we needed 20 more characters to eventually put in heroes" joint it's a complete failure.

I hesitate to say this is the worst FE - Revelations is truly awful - but even Fates had like, an idea of what it was going for, as bad as what that is and as bad as it's execution is. Engage is aimless and awful and for the first time ever, it's easy for me to put an FE down.

This review contains spoilers

I'm mixed at best.

Overall, I think the gameplay is solid. I think Break is an excellent mechanic that encourages aggression on the part of the player and makes the game's combat player-phase focused. The Engage effects are really flashy, really cool and really interesting - if a bit overpowered (Sigurd's effect is pretty bonkers, especially combined with Chloe which gives her a ridiculous amount of movement). Whilst I don't think there's an astounding map in Engage akin to Conquest Chapter 10, many of the maps in the early and mid game are very good, with the highlight being Chapter 11 in my view.

That being said, though Engage's gameplay is an improvement over Echoes and Three Houses, I absolutely wouldn't say it has the best gameplay in the series. In particular, I think Conquest overall has better balance by virtue of not having the Engage effects be so powerful, and whilst the early and mid game's map designs are good, I think that outside of the (admittedly great) final boss, Engage's map design deteriorates significantly in the late game. Out of the last 10 maps, I think there are only two maps with meaningful side objectives (in Chapters 19 and 20) and one additional anti-turtling incentive (via a time limit in Chapter 24) - and many of the late game maps feel like open fields without much in the way of interesting terrain - to the point where I'd argue that if it wasn't for Engage's core mechanics, most of the late game maps aren't any better than those of Three Houses.

My biggest issue with Engage's plot is there is nothing that is at all compelling. There's nothing that is compelling enough to really hook players in and leave a lasting impression on them either. None of the game's emotional beats manage to hit particularly well and nothing the game presents has provoked any kind of thought. Whilst Fire Emblem has had its share of simple stories in the past, no story in the series has been this incredibly shallow. I would be perfectly fine with a simple story (Sacred Stones is one of my favorite games in the series because of how well it is executed) - but Engage isn't the next Sacred Stones. If anything, it's the next Birthright in how poor the story's execution is despite how little the story attempts to do.

The dialogue is abysmal - characters at times feel like they were written by aliens who read about how humans talk in a book. This, I would argue, worsens the game's incessant avatar pandering. Whilst avatar pandering has been an issue with every Fire Emblem game since Awakening, it has never been this blatant.

Another minor issue with Engage's plot that may have been forgivable if it was attached to a more interesting story is its tonal inconsistencies. Whilst I wouldn't have had that much of an issue if Engage had committed to being a more comedic Fire Emblem game (and the first few chapters are by far the best for this reason) - there are countless moments where the game wants me to take it seriously, and because of how jarring this is compared to the silly anime hijinks that fill the rest of Engage's plot, none of these moments land.

Whilst Engage is not supposed to be a groundbreaking plot, given that it is clearly an anniversary title, I also have to note the sheer unoriginality of Engage's plot - to the point where certain late-game plot points are flat out ripped from Fates.

Engage's plot really suffers in its pacing. Because it tries to rush players from plot point to plot point without giving the player time reflect upon events or actually showing the backstories of certain characters, nothing in Engage that resembles an emotional moment feels at all earned. Of particular note is Lumera's second death in Chapter 25 where she gets revived and dies in the span of one chapter just like Mikoto did in Revelation and which my response basically was "At least Mikoto had the decency to not drag out her death for five minutes". Compare this with Lyon where there are numerous cutscenes in Sacred Stones showing his backstory and humanizing him well before he is ever fought, or even Emmeryn or Jeralt's deaths, which occur far later in the plot that that of Lumera's and after the point where you've grown attached to these characters.

I haven't even gotten to the contrivances yet - and there's a lot of contrivances attached to Engage's plot. Key plot points seem to be driven by events that come out of completely nowhere. Most notable of which are the Chapter 10-11 sequence where Veyle magically steals your time crystal out of nowhere, or the Chapter 21-22 sequence where Sombron suddenly appears out of completely nowhere, only for Alear to begin fading despite the fact that the game never hints that Corrupted die after summoning Emblems only for Veyle to try to revive Alear and fail despite successfully doing so in the previous cutscene only for Alear to get revived out of nowhere by the other twelve Emblems revive them out of completely nowhere due to some sort of thousand year miracle (which they could have done the first time Alear got killed) that the writers were clearly making up as they went along - it's a contrivance on top of a contrivance on top of a contrivance.

All of these issues wouldn't be particularly problematic if they were attached to a more interesting story. The problem with Engage's plot is that very little works particularly well. It's an aggressively mediocre plot even on paper - and as such, all of these minor issues ultimately drags this story down from a serviceable plot to one that is barely better than Fates. Even Awakening, for all of the issues with its plot, managed to have some highlights in its story which Engage just doesn't have.

In my view, the character writing of Fire Emblem is arguably the most essential aspect of the series. In this stead, Engage's character writing isn't just a very noticeable step down from Three Houses (which admittedly was always going to be a very tough act to follow), but outright mediocre at best even when taken on its own merits.

On paper, Alear is a serviceable character. They're like Shez in that they're goofy and charming (albeit maybe a bit less charming), and their suggestion to run early on is a highlight of their character. The problem I have with them, however, are twofold: the constant avatar pandering which I mentioned above, and their presence in the story.

Alear has the same issue with Corrin in that they are the only protagonist in the game. In Awakening and Three Houses, having a bland avatar, whilst still problematic, wasn't as detrimental to the plot because there were other, far more compelling lords in these games which drove the plot. The problem with Engage, though, is that since Alear has no supporting protagonist, the story requires them to be a compelling character in their own right to hold up the story - and unfortunately, whilst Alear can be charming at times, they are not a compelling character at all. The only remotely interesting aspect to their characterization is the fact that they are Sombron's child - which gets resolved in Chapter 20 immediately after it gets brought up. It isn't even brought up in their supports despite the fact that Veyle being part Fell Dragon is brought up in her supports. It's a shame, especially coming off of the two most compelling lords in the series in Edelgard and Dimitri.

I don't like Sombron as an antagonist either. He has the same issue as the Agarthans in that whilst there's something to his character, it's let down completely by the fact that most of his presentation shows him doing generically evil things. Whilst the writers wanted him to be sympathetic to an extent given his motive rant in the final chapter and in his backstory, because he isn't humanized at all, it falls completely flat. Just a scene or two where he does do good things would have worked wonders for his character.

The side characters are a massive mixed bag at best. To its credit, I feel that Engage's cast has a little more to them than that of Awakening or Fates' casts, and there's no character that's quite as offensively awful as Peri or Camilla. That being said, I think Engage's cast is presented horribly. Almost all of the C supports and even most of the B supports revolve around each character's gimmicks or is needless fluff, and very little that is particularly enlightening is brought up at all. Whilst this wasn't something that was particularly noticeable when the game leaked and I first read the supports, it's feels outright grating when I'm actually playing the game and I can't just read all of the supports at once. The A supports are much better in this regard, but even these supports aren't at all exceptional. Even the more meaningful supports feel contradictory and incohesive - compare Diamant making a bit deal about how he has to be better than his predecessors and resist his people's temptation to wage war with his support with Framme and his support with Alfred where he all but admits that he will be willing to wage war if his people demand it, making him look downright cowardly. Or how Celine makes a big deal about doing anything to protect Firene but gleefully helping Mauvier without any hesitation despite the fact that Mauvier destroyed a city in Firene and never apologizes for it - apparently she only cares about named characters in Firene?

My biggest criticism of Engage's cast is that for one reason or another (i.e. maybe Engage's worldbuilding isn't particularly deep), many of the characters don't feel like they are grounded in the world they live in. As a result, many of the characters don't have a cohesive worldview that they can use in interactions with other characters, which I think the Tellius games and Three Houses did really well. For an example, Alfred trains a lot because according to his support with Celine, he has an old illness and he doesn't want his allies to see this weakness of his. Compare this to Jill from Path of Radiance, who initially is racist due to the systemic racism within Daein, or Dorothea from Three Houses, who is desperate to marry a rich noble due to her unstable childhood as a result of Fodlan's classism. The latter two are characters whose writing wouldn't make sense outside of the world they exist in - whereas Alfred (and most of Engage's cast, for that matter) feel like they could be in any other game in the series and not much would change.

The characters of Engage also feel far too idealized. While I don't think every character needs to be outwardly flawed, so many of Engage's cast feels generically nice that the cast begins to feel outright interchangeable. Almost every character interaction has the characters in question acting polite and friendly towards each other. Because of this, there is very little room for the drama, misunderstanding, character growth or ideological disagreements that are required to make a character compelling - and just because Engage's characters are nice people don't mean that there isn't any room for such drama or disagreements to occur (Dorothea's support with Ferdinand and Mercedes' support with Sylvain are excellent examples of this despite the fact that Dorothea and Mercedes are kind people). Hence, there is nothing in Engage's character writing that is nearly as memorable as Jill having to grapple with her racism, or Marianne finding her will to live, or Lysithea grappling with her own mortality, and that's simply a shame.

It's not all bad, though. In particular, there are some standout characters that do have some compelling character interactions. In particular, Ivy is a real highlight because it feels like the worldbuilding of Elusia was very carefully considered when the writers were designing her character. The fact that she's a worshipper of the Divine Dragon makes sense because she's had poor experiences with the fact that Elusia worships the Fell Dragon, and as a result, she changed religions in secret. Similarly, the fact's that she's very distrustful can both be attributed by both her mistreatment within the Elusian court and her mistreatment at the hands of the Fell Dragon's worshippers. In this stead, she genuinely feels like a Tellius or Three Houses character in that her worldview and personality traits are informed by her place in the world. Similarly, whilst Veyle has a similar backstory to Alear in that she is part Fell Dragon, this fact is meaningfully brought up in her supports, and she is a far stronger character as a result.

Overall, it's exactly what I expected from all of the trailers - good gameplay, but really poor storytelling and characters.